Author Topic: NWMax / Textures  (Read 387 times)

Legacy_YeoldeFog

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NWMax / Textures
« on: January 23, 2014, 04:07:25 pm »


               Hey!

Trying to make some webs here, but in-game, the texture is only visable on one side and not the other. What am I doing wrong?

'Image
               
               

               


                     Modifié par YeoldeFog, 23 janvier 2014 - 04:09 .
                     
                  


            

Legacy_rjshae

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NWMax / Textures
« Reply #1 on: January 23, 2014, 04:32:56 pm »


               Not sure about NWN, but in NWN2 the texture is only visible from the direction of the surface normals. I have to layer two planes back-to-back with the surface normals in the opposite directions.
               
               

               


                     Modifié par rjshae, 23 janvier 2014 - 04:35 .
                     
                  


            

Legacy_OldTimeRadio

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NWMax / Textures
« Reply #2 on: January 23, 2014, 04:57:07 pm »


               You're not doing anything wrong.  RJshae's information holds for NWN 1.  If you want it to be visible from both sides, you'll have to have a duplicate mesh with flipped normals.  I try to space them ever so slighty apart, if I can.  It may not make much of a difference tho.  I doubt you're going to want to have shadows turned on on that particular model, but it's usually a good idea to turn off the shadows on a dupe like that.
               
               

               


                     Modifié par OldTimeRadio, 23 janvier 2014 - 04:58 .
                     
                  


            

Legacy_YeoldeFog

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NWMax / Textures
« Reply #3 on: January 23, 2014, 11:55:10 pm »


               Aggh, alright. Thanks guys
               
               

               
            

Legacy_YeoldeFog

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NWMax / Textures
« Reply #4 on: January 24, 2014, 10:26:50 am »


               This is very strange, I have two models. They both use the same texture, and both consist of one plane. But only the first one show the texture on both sides. Can you explain this?

Here are the models and the texture: http://www.erebaltor...ddspiderweb.zip

In NWNExplorer, they are visable from both sides. But in the toolset, only the first model is visable from both sides.

':huh:'
               
               

               


                     Modifié par YeoldeFog, 24 janvier 2014 - 10:27 .
                     
                  


            

Legacy_rjshae

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NWMax / Textures
« Reply #5 on: January 24, 2014, 03:41:27 pm »


               Perhaps the first consists of two planes in the same position but opposite surface normals? Can you compare the number of polys to what is visible?
               
               

               


                     Modifié par rjshae, 24 janvier 2014 - 03:42 .
                     
                  


            

Legacy_Bannor Bloodfist

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NWMax / Textures
« Reply #6 on: January 24, 2014, 11:47:26 pm »


               Nope, the first one had back-face-cull applied to it, the 2nd did not.  I don't think NWN actually cares as it only displays the one side UNLESS you have double items, double meshes etc... the toolset will display the back face IF it is left enabled.  

Using NMax_+ you can't see these options, but if you can get the OLD , REAL nwmax loaded and / or the older veltools to work, you CAN see these options and interact with them. Prior to and including Max version 10 the old NWmax and Veltools AND the TilesetCreator all worked just fine, with a few minor edits to the startup scripts.  Those edits don't work now, and I have not yet learned how to make the old scripts run correctly.

Using Veltools, (it will load, but it IS buggy) you can access these options, but the names are a bit different, once you have imported the 02 version of the mdl file, you select the object in question, in this case you called it "web05", then using the Veltools menu, under Mesh-Tools, scroll down until you find the section labled "Face Actions" and clikc the button that says "Double Sided".  Doing that, will auto create the backwards facing faces for you.  Then go to "Face" mode on the rollout on the right (under that blue rainbow button, select "Editable Mesh" to open the list, and choose "Face".  Now, you go through and select all the visible faces on the one side... this is tricky as max tends to select the hidden./back side by choice, but if you play with it enough, you will get them all selected on the ONE side you wish to create.  Now, back to veltools and select "Detach Faces" which is located to the left of the "DoubleSided" button.  That will generate a completely NEW object, by default it adds a number to the original objects name, which is you remember was "Web05" so now your NEW object will be named "web06".  If you select that, and ensure that it is parented back to the mdl base, and export, you will have two objects, in same location, one facing forward, and one facing backwards, and both game AND toolset will display those correctly.

NOTE:  3dsmax by default, leaves the back faces turned ON by default, but I think the export scripts screw around with that setting and either ignore it to remove it or ignore it completely and you can end up with the backfaces enabled as they are by default in 3dsmax.  Not sure exactly on that issue, but I have seen both sorts of outputs from different folks.

This is a buggy way to get things working, especially since Veltools has not been updated to work with the newer max versions past version 9.  But it WILL WORK.  Just takes patience and time.
               
               

               


                     Modifié par Bannor Bloodfist, 25 janvier 2014 - 07:26 .